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Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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Private Member Functions | |
| void | CheckCooldownForTarget () |
| void | HandleScript (SpellEffIndex) |
| PrepareSpellScript (spell_auto_repair_SpellScript) | |
| void | Register () OVERRIDE |
Definition at line 1486 of file boss_flame_leviathan.cpp.
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inlineprivate |
Currently this doesn't work: if we call PreventHitAura(), the existing aura will be removed because of recent aura refreshing changes. Since removing the existing aura negates the idea of a cooldown marker, we just let the dummy aura refresh itself without executing the other spelleffects. The spelleffects can be executed by letting the dummy aura expire naturally. This is a temporary solution only.
Definition at line 1490 of file boss_flame_leviathan.cpp.
References EFFECT_0, EFFECT_1, EFFECT_2, SpellScript::GetHitUnit(), SpellScript::PreventHitDefaultEffect(), SpellScript::PreventHitEffect(), and spell_auto_repair::SPELL_AUTO_REPAIR.
Referenced by Register().
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inlineprivate |
Definition at line 1506 of file boss_flame_leviathan.cpp.
References DATA_UNBROKEN, EMOTE_REPAIR, Vehicle::GetBase(), SpellScript::GetHitUnit(), WorldObject::GetInstanceScript(), Vehicle::GetPassenger(), Unit::GetVehicleKit(), WorldObject::MonsterTextEmote(), ZoneScript::SetData(), Unit::SetFullHealth(), and Object::ToPlayer().
Referenced by Register().
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private |
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inlineprivatevirtual |
Implements _SpellScript.
Definition at line 1529 of file boss_flame_leviathan.cpp.
References SpellScript::BeforeHit, CheckCooldownForTarget(), EFFECT_0, HandleScript(), SpellScript::OnEffectHitTarget, OVERRIDE, SPELL_EFFECT_SCRIPT_EFFECT, SpellEffectFn, and SpellHitFn.